Author Topic: Dev Log #38: Version 0.1.14.0 released  (Read 21601 times)

Greep

  • Scavenger
  • ***
  • Posts: 138
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #15 on: March 27, 2015, 09:28:43 PM »
Wow thick skull, heavyweight.. heavy armor builds without locus of control might actually be good :O  That opens up a lot!

Goood workan!

Edit: heh.. sure step... the "I can't get past Depot A" feat xD

And neurology... looks like every psi-focused character is getting 7 int.

These new feats are really going to change the way way non-pistol/dex builds work.

Hmmm... I think maybe thick skull should be easier to get?  It kinda sucks that the only players that don't want that are the absolute "never let anyone hit you ever" builds, as this allows light armor characters to not drop dead at a single stun.
« Last Edit: March 27, 2015, 09:40:11 PM by Greep »

MetaSieg

  • Probably not a Spambot
  • *
  • Posts: 22
  • Karma: +1/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #16 on: March 27, 2015, 09:57:38 PM »
Gah I don't check the site for a few days and look what happens. Thank God it's the weekend.

Greep

  • Scavenger
  • ***
  • Posts: 138
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #17 on: March 27, 2015, 10:19:04 PM »
It feels like things are going to get a lot more polarized.  With thick skull, hammer and perception builds don't need LoC for not dropping dead, so they're going to go full guns or full hammer.  For will, you can't afford not having the intp, so they can't afford to go hammer or perception for a backup weapon.

Styg

  • Administrator
  • Faceless
  • *****
  • Posts: 1394
  • Karma: +177/-6
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #18 on: March 27, 2015, 10:29:51 PM »
I think you're a bit overestimating the importance of Neurology. It's far from being mandatory. Sure, it's nice to start a battle with some extra PSI, but after a turn or two, this advantage is gone as this feat does not modify your PSI regeneration.

Greep

  • Scavenger
  • ***
  • Posts: 138
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #19 on: March 27, 2015, 10:35:28 PM »
Oh I was thinking that psi booster thing was also int.  Yeah I guess not.  But still it does pretty much make 5 int necessary for kickass mufflers :D

Edit: Ah I see, dex also has an immobilize removal.

Also just noticed this from the devlog:

"NPCs now use EMP grenades; you've been warned"

yikes
« Last Edit: March 28, 2015, 08:46:00 AM by Greep »

Fenix

  • Faceless
  • *****
  • Posts: 516
  • Karma: +17/-10
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #20 on: March 28, 2015, 12:07:56 PM »
Also just noticed this from the devlog:
"NPCs now use EMP grenades; you've been warned"
yikes

I want that NPC's AI can trow grenades to targets around a corner.
That will be amazing deal.

Styg

  • Administrator
  • Faceless
  • *****
  • Posts: 1394
  • Karma: +177/-6
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #21 on: April 01, 2015, 02:50:22 PM »
Hotfix 0.1.14.1 released:
  • Minimal attack action point cost set to 4 (up from 1)
  • Fancy Footwork can no longer raise your movement points higher than twice your normal maximum
  • Amount of extra action point granted by Blitz limited to 20
  • Telekinetic Punch will now properly daze the target instead of stunning it if it has Thick Skull feat
  • Added Flashbang blueprint to Len's store in Junkyard (will appear after next merchandise reset)
  • Fixed the tooltips of food effects that have been changed in this update
  • Fixed Thermodynamic Destabilization
  • Fixed the bug that caused generated combat gloves mechanical enhancements to always have quality of 1 (not retroactive)
  • Fixed the bug that caused generated shield emitter enhancements to always have quality of 1 (not retroactive)
  • Laser Sight will now correctly increase precision (not retroactive)
  • Chance to hit with burst attack can never exceed single shot chance to hit anymore
  • Daniel Arda should now properly sell Hercules.
  • West Wing hole description
  • Mediant Samuel gives proper amount of charons for his first quest
  • PI Georgis' refusal to help for a quest now properly fails
  • PI Schteff's radio comm properly recognizes where the player is
  • Wererathound affliction now correctly increases strength and transformation will now unequip your helmet
  • Fixed Free Drones Junkyard quest not starting properly in some cases
  • Tchort introduction cut scene should now properly trigger when visiting Institute entrance zone after you complete the Core City quest line. If it does not trigger, that's probably because you've visited the zone previously and the save is broken. See this thread for solution: http://steamcommunity.com/app/250520/discussions/0/618457398973889102/
  • Offensive armor modifiers should work again (spiked/bladed armors)
  • Several quest notes fixes
  • Various minor dialog and map fixes

epeli

  • Wiki Administrator
  • Faceless
  • ***
  • Posts: 1375
  • Karma: +101/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #22 on: April 01, 2015, 06:17:14 PM »
Hotfix 0.1.14.1 released:
  • Minimal attack action point cost set to 4 (up from 1)
  • Fancy Footwork can no longer raise your movement points higher than twice your normal maximum
  • Amount of extra action point granted by Blitz limited to 20
>enjoy playing builds with obscene amount of MP even without abusing fast melee + fancy footwork
>blitz is introduced, hey this is pretty neat
>blitz gets nerfed to a free adrenaline shot due to fast melee + fancy footwork

T-thanks Styg :'(

Well, I should have seen it coming. That certainly stops fast melee + Fancy Footwork + Blitz from becoming silly.
[[Underrail Wiki]] // character build tool: underrail.info.tm (thread)

Fenix

  • Faceless
  • *****
  • Posts: 516
  • Karma: +17/-10
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #23 on: April 01, 2015, 10:19:22 PM »
  • Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\

Mindless

  • Zoner
  • **
  • Posts: 69
  • Karma: +4/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #24 on: April 02, 2015, 06:17:37 AM »
  • Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\
Yep, bye-bye super-dex unarmed builds =)

hilf

  • Tchortist
  • ****
  • Posts: 363
  • Karma: +23/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #25 on: April 02, 2015, 06:50:58 AM »
Haha guys, you're so easy to troll. It's just an April Fools joke!

Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.

Limiting Blitz MP conversion is not bad idea actually but 20 AP is way too low. 50 would not be excessive considering it's cooldown. It would give you extra turn every 10 turns. Now look at Commando perk -  it can potentially give you 'extra turn' every turn (if you use ARs, bursts and kill your target which is now much more likely).

'Fancy Footwork can no longer raise your movement points higher than twice your normal maximum'
Now that's actually a good idea since it does not punish you for having high base MP, prevents FF from giving crazy amounts of MP and keeps Blitz in check.
I hope this one wasn't a joke.
« Last Edit: April 02, 2015, 06:53:14 AM by hilf »
Don't waste time on Underrail.



Use speedhack.

Styg

  • Administrator
  • Faceless
  • *****
  • Posts: 1394
  • Karma: +177/-6
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #26 on: April 02, 2015, 07:05:53 AM »
It's not a joke. While the numbers are subject to change in the future, pending testing and feedback, the limits are necessary to avoid the silly scenarios we previously had.

Greep

  • Scavenger
  • ***
  • Posts: 138
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #27 on: April 02, 2015, 07:14:25 AM »
Wait is this pre or post lightning punches? I.e. 4 ap or 2?

Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways.  Stunlocking 8 people with cheap shots is kinda silly.
« Last Edit: April 02, 2015, 07:17:14 AM by Greep »

Mindless

  • Zoner
  • **
  • Posts: 69
  • Karma: +4/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #28 on: April 02, 2015, 07:51:27 AM »
Haha guys, you're so easy to troll. It's just an April Fools joke!
Styg is not joking here  >:(
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
_3_ will be ok)
Wait is this pre or post lightning punches? I.e. 4 ap or 2?
I think it's a hard limit of any ap cost)
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways.  Stunlocking 8 people with cheap shots is kinda silly.
17? oO 17x4=68? Sutnlocking 8 people? with 15% chance to incapacitate?
It's easier to throw a flashbang into the crowd =P

epeli

  • Wiki Administrator
  • Faceless
  • ***
  • Posts: 1375
  • Karma: +101/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #29 on: April 02, 2015, 08:01:27 AM »
How about limiting Blitz AP gains to third of your normal maximum MP?

That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.
[[Underrail Wiki]] // character build tool: underrail.info.tm (thread)